Profession Feats
Transcript of Profession Feats
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PROFESSION FEATSBy Malcolm Northwinter
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PROFESSIONSProfessions are a new way for you to customize your
character. Each profession requires a profession feat, of
which you can only have 2. The descriptions of these
professions can be found below.
For a complete list of items that can be made witheach profession, and engineering powers, see the next
section after the profession descriptions.
ALCHEMY
Under the Profession system, the Alchemist feat
becomes a profession feat, so you can only have one
other profession if you select it.
Alchemists work better when at an alchemists lab.
These labs can be found in some major cities, or a
travelling alchemist can buy a portable lab (see
alchemist items below).
When you choose the Alchemist feat, you can alsochoose one of the following options at 4th level.
Potions Master: You know and have mastered the
brew potion ritual. Once per day, you can craft an
alchemical item or a potion in one-half the time.
Any time you craft a potion with the help of an
alchemists lab, roll 1d20. On a natural 15 or better,
you craft one extra potion at no cost to you.
Elixir Master: You know and have mastered the
brew potion ritual. Once per day, you can craft an
alchemical item or a non-potion consumable in one-half
the time.
Any time you craft an alchemical item or non-potion
consumable with the help of an alchemists lab, roll
1d20. On a natural 15 or better, you craft one extra
alchemical item or non-potion consumable at no cost to
you.
Transmutation Master: You know and have
mastered the enchant magic item ritual. You can only
use the ritual once per day, and only to change a
magical gem or gem-like wondrous item into another of
its level or lower. By doing this, you can have more
than one of a particular gem in an item. In addition,
once per day, you can craft an alchemical item in one-
half the time.
BLACKSMITHING
Blacksmiths take bars of metal and work them into
finely crafted arms and armor. Blacksmiths can create
magical melee weapons, scale and plate armor, and
shields. They can even socket waist slot items for other
character.
If you plan on being a blacksmith, you should
probably also take the mining feat, which adds benefits
to your blacksmithing,
Blacksmithing is great for any class which relies on
heavy armor or melee weapons, since these classes gain
the most from the profession.
BLACKSMITHING [Profession]
Prerequisites: 4th level, Trained in Athletics
Requirement: You must have access to a forge.
Benefit: You know and have mastered the enchantmagic item ritual; but you can only use it to create
blacksmithing items and to add extra gems to
equipment.
You can add one gem to your own arm and hand slot
items with the enchant magic item ritual. You can also
use the ritual to add one gem to your waist or the waist
slot item of an ally. Without this feat, you gain no
benefits from an extra gem in your arm or hand slot.
Once per day, you can craft a blacksmithing item or
add a gem to an item in one-half the time.
Special: You can only have up to 2 profession feats.
BLACKSMITHING GEMSAny item you buy, find, or create can have up to 3
gems in it. You can add one of any gem to waist slot
items for other characters, and to your own arm and
hand slot items. Jewelcrafters can also add specific
gems to their arm, hand, or waist slot items, but they
can still only have up to 3. No other character can have
an arm, a hand, or a waist slot item with a gem in it,
unless it is the one gem granted by a blacksmith.
The item in which a gem is placed can be up to one
level lower than the gem itself, but it does need to be
magical. Gems can be removed from items with the
disenchant magic item ritual.
When you buy items at character creation, you can
choose to add gems to those items. Gems are costed so
that 5 gems equal one magic item of the same level.
You can only have one of any particular gem in an item
unless you meet either of the following requirements.
Blacksmiths can add one of any gem to their arm,hand, and waist slot items, so that gem doesnt count
against the limit of one.
Transmutation masters (alchemy) can change amagical gem or gem-like wondrous item into a
different gem or gem-like wondrous item of the
original items level or lower. Once changed, thegem doesnt count against the limit of one.
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COOKING
Cooking, First Aid, and Fishing are not really
profession feats. They do, however, provide you with
an option to improve yourself and your allies for short
periods of time.
Cooking pairs up very well with fishing, since the
latter improves your skill as a chef.
COOKING
Benefit: At the beginning of each day, you can choose
one of the following benefits for you and each of your
allies until you take an extended rest.
Grilled Skillions: Gain a +1 feat bonus to a skill of
your choice.
Red Snapper: Gain a +1 feat bonus to damage rolls.
Red Herring: Gain a +1 feat bonus to the defense of
your choice.
Red Lobster: Gain a +1 feat bonus to attack rolls
made against the defense of your choice.
ENCHANTING
Enchanters use their magical formulae to grant
permanent augmentation to weapons, armor and other
equipment. Enchanting requires the use of residuum,
which is gathered by disenchanting other magical items.
Consider taking inscribing so you can create scrolls
and carry them around for use in a pinch.
ENCHANTING [Profession]
Prerequisites: 4th level, trained in Arcana, Nature, or
Religion
Benefit: You know and have mastered the enchant
magic item ritual and the disenchant magic item ritual.
You cannot use the enchant magic item ritual gained by
this feat to create some magic items.
You can craft magic rings with a level of up to 3 +
your level, but only for yourself.
At 11th level, you can craft other magic items with a
level of up to 1 + your level for yourself and your allies.
At 21st level, you can craft other magic items with a
level of up to 2 + your level for yourself and your allies.
When you disenchant a magic item, roll 1d20.
1-9: You gain one-fifth the value of the item in
residuum.
10-14: You gain two-fifths the value of the item in
residuum.
15-19: You gain three-fifths the value of the item inresiduum.
20: You gain four-fifths the value of the item in
residuum.
ENGINEERING
Engineers can create magical ranged weapons and some
wondrous items. They can also improve feet, hand,
neck, and waist slot items for themselves.
Engineering also offers a variety of engineering only
powers, which can be taken via the power swap feats in
the D&D PHB.When considering a second profession, mining should
be a good choice for engineers. It provides benefits to
selling engineer crafted items, in addition to the other
benefits of the feat.
Once per day, you can craft an engineering item in
one-half the time.
ENGINEERING [Profession]
Prerequisites: 4th level, trained in Dungeoneering
Benefit: You know and have mastered the enchant
magic item ritual, but can only use it to create
engineering items.
You are also able to customize some magical items.When you are in possession of a feet, hand, neck, or
waist slot item, you can change that item into any other
engineering item of the same level or lower by casting
the enchant magic item ritual and expending no other
components. You can only do this once per item.
Special: Even though Engineering is not a multiclass
feat, you can still take the power swap feats to gain
engineering powers. You can also choose to paragon
multiclass as an engineer.
ENGINEERING ITEMS
As an engineer, you can create magical ranged
weapons and improve upon your own feet, hand, or
waist slot items. When you buy, craft, or find a feet,
hand, or waist slot item, you can also choose another
such item of the same level. You can spend a healing
surge during a short rest to switch between those two
items. At the beginning of each day, the item returns to
normal.
ENGINEERING POWERS
Unlike other professions which only grant you items
or bonuses, engineering also allows you to pick up
several powers exclusive to members of the profession.
You can take power swap feats as though you had a
multiclass feat for engineering. When you do, chooseone of the following powers. You lose these powers if
you retrain the engineering feat or the power swap feat.
As an 11th level engineer, you can choose to paragon
multiclass if you meet all other requirements to do so.
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FIRST AID
First aid is not a profession feat, just like cooking and
fishing. This means you can choose all three and still
be able to take two profession feats.
A character with first aid can bandage himself and
allies during an extended rest.
FIRST AID
Benefit: During each short rest, you can bandage
yourself or one ally who can see you. When a
bandaged character spends healing surges at the end of
the rest, that character regains additional hit points
equal to your highest ability modifier with each healing
surge. A character can be affected by only one bandage
at a time.
FISHING
Fishing is not a profession feat, just like cooking and
first aid. This means you can choose all three and still
be able to take two profession feats.
A character with fishing can better handle situations in
and around water. That character can also improve the
cooking talents of his allies and himself.
FISHING
Benefit: You gain a +3 bonus to skill checks involving
fish, water, or swimming. If you have the cooking feat,
you can also increase the bonus it grants by +1 for each
character with the fishing feat present at the beginning
of each day, to a maximum of a+4 feat bonus.
HERBALISM
Herbalism provides few direct benefits. It provides a
small boon to hit points you regain and improves the
alchemy and inscription feats.
HERBALISM [Profession]
Benefit: You gain training in Arcana, Nature, or
Religion. Once per encounter, when you spend a
healing surge, you regain extra hit points equal to your
highest ability modifier. You also gain the following
benefits if you have another profession feat.
Alchemy: When you sell an item that an alchemist
can craft, you receive two-fifths of the purchase price.Inscription: When you sell an item that an inscriber
can craft, you receive two-fifths of the purchase price.
INSCRIPTION
The Inscription profession allows its practitioners,
called "scribes," to enhance the powers of characters.
Scribes can also aid enchanters by creating better and
more convenient ritual scrolls. All in all, inscription is
a very useful profession for the benefits a scribe bringsto his friends and himself.
Any glyph you purchase between 1st and 10th level
costs the same as a first level item. This is because the
value of a glyph in the heroic tier is greater than at other
tiers of play when you may have another item that can
do the same thing. At paragon tier, you can have two
major and two minor glyphs, so they are now valued at
one-half the cost of an 11th level item and a 6th level
item respectively. At epic tier, you are able to buy and
use 3 of each for the cost of a 21st level item and a 16th
level item.
Glyphs are lost when you retrain a power and when
you reach a new tier of play (paragon and epic). To
improve a new power, you must purchase another glyph
at the current price for the tier. Glyphs cannot be
disenchanted and have no sell value of any worth to a
vendor.
INSCRIPTION [Profession]
Prerequisites: 4th level, Trained in Arcana, Nature,
or Religion
Benefit: You know and have mastered the enchant
magic item ritual, but can only use it to create magic
orbs, glyph slot items, tattoos, tomes and other book-
like magic items. A character can have up to 1 major
and 1 minor glyph per tier of play (1 at heroic, 2 at
paragon, and 3 at epic). Each glyph improves one type
of power, and you cannot have the same glyph more
than once.
You can also help enchanters by creating special
enchant magic item scrolls with specific magic item
enchantments upon them. Once per day, you can help
an enchanter scribe the enchant magic item ritual to a
scroll. When you do, the enchanter chooses a specific
enchantment he can create and adds it as part of therequired cast for the ritual.
These special ritual scrolls can be used by anybody as
a standard action to change one item of the same level
as the ritual scroll into the item of the same slot on the
scroll. They otherwise act exactly like other ritual
scrolls.
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JEWELCRAFTING
Jewelcrafting is a profession which allows you to make
jewelcrafting items, like neck slot items and totems, and
gems for magic items.
It's worth noting that, unlike enchantments, you cannot
socket gems to any weapon or piece of armor. Onlycertain items have specific gems. Blacksmiths,
however, can add gems of any type to their own arm
and hand slot items, and to waist slot items for
anybody.
Mining helps with jewelcrafting, since it allows you to
train in thievery while also granting you another healing
surge per day. With mining, you can also sell your
jewelcrafting items for a better price.
When you buy items at character creation, you can
choose to add gems to those items. Gems are costed so
that 5 gems equal one magic item of the same level.
You can only have one of any particular gem in an itemunless you meet either of the following requirements.
Blacksmiths can add one of any gem to their arm,hand, and waist slot items, so that gem doesnt count
against the limit of one.
Transmutation masters (alchemy) can change amagical gem or gem-like wondrous item into a
different gem or gem-like wondrous item of the
original items level or lower. Once changed, the
gem doesnt count against the limit of one.
JEWELCRAFTING [Profession]
Prerequisites: 4th level, trained in Thievery
Benefit: You know and have mastered the enchantmagic item ritual, but only to create magical rings,
necklaces, some head slot items and gems.
Any item you buy, find, or create can have up to 3
gems in it. Blacksmiths can also add one of any gem to
waist slot items for other characters, and to their own
arm and hand slot items. You can add specific gems to
your arm, hand, or waist slot items, but you can still
only have up to 3. No other character can have an arm,
a hand, or a waist slot item with a gem in it, unless it is
the one gem granted by a blacksmith.
The item in which a gem is placed can be up to one
level lower than the gem itself, but it does need to be
magical. Gems can be removed from items with the
disenchant magic item ritual.
LEATHERWORKING
Leatherworking is a profession that goes hand-in-hand
with Skinning. As a leatherworker, you will create
magical leather and chainmail armor out of the skins
and hide of wild beasts.
LEATHERWORKING [Profession]
Prerequisites: 4th level, Trained in Nature or Stealth
Benefit: You know and have mastered the enchant
magic item ritual, but you can only use it to create
certain leatherworking items. Once per day, you can
create a leatherworking item in one-half the time.
You are also able to improve some magical items.
When you find an arm, hand, or feet slot item other
than a shield, you can change that item into another of
the same slot and the same level or lower by casting the
enchant magic item ritual and expending no other
components. You can only do this once per item.
MINING
Mining is a great profession for anybody considering
the blacksmithing, engineering, or jewelcrafing feat as a
secondary profession. On its own, mining still gives
you training in a skill and a higher healing surge total.
MINING [Profession]
Benefit: You gain training in Athletics,
Dungeoneering, or Thievery and 1 extra healing surge
each day. You also gain the following benefits if you
have another profession feat.
Blacksmithing: When you sell an item that ablacksmith can craft, you receive two-fifths of the
purchase price.
Engineering: When you sell an item that an engineer
can craft, you receive two-fifths of the purchase price.
Jewelcrafting: When you sell an item that a jeweler
can craft, you receive two-fifths of the purchase price.
SKINNING
Because skinning only really helps to improve
leatherworking, its individual aspect is a bit more
powerful than those offered by herbalism and mining.
SKINNING [Profession]
Benefit: You gain training in Nature or Stealth and
when you score a critical hit, you deal 1 extra die of
critical damage. You also gain the following benefits if
you have another profession feat.
Leatherworking: When you sell an item that a
leatherworker can craft, you receive two-fifths of the
purchase price.
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TAILORING
Tailoring allows players to cut and weave various
pieces of cloth into armor, bags, shirts, and other cloth
items.
Tailors do not require any special equipment to create
their items, such as blacksmiths require anvils. Tailors
can create items wherever they want, as long as theyhave the proper required ingredients. Tailoring also
does not require a gathering profession or a particular
skill; it is self sufficient.
Because of its ease of use, tailoring can also be quite
narrow. The greatest option for a tailor is the ability to
add any enchantment to cloth armor.
TAILORING [Profession]
Prerequisites: 4th level
Benefit: You know and have mastered the enchant
magic item ritual, but you can only use it to create
certain tailoring items. Once per day, you can create a
tailoring item in one-half the time.
You are also able to add any armor enchantment to
cloth armor with the enchant magic item ritual, instead
of cloth-only enchantments.
NEW ITEMS AND POWERSBelow is a list of specific items each profession can
make. This list is not comprehensive, and is only based
on the items available through the D&D SRD.
Consider asking the DM for your game if an item not
on these lists is available for you to create with your
profession.
ALCHEMY
Alchemical Items Alchemical Items
Any Blastpatch1
Blinding Bomb1
Dragonfire Tar1
Jolt Flask1
Smokestick1
1 You must also have the engineering feat.
Potions Potions
Any
Lvl Wondrous Item Price (gp)
11 Portable Alchemists Lab 9,000 gp
Portable Alchemists Lab Level 11
Strange liquids and funny bottles line the inside of this
seemingly innocuous bag.
Wondrous Item 9,000 gp
Property: This item comes with 10 charges. When
you create an alchemical item or a potion, you can use
any number of these charges and reduce the
component cost of that item by up to 900 gp for each
charge spent. At 0 charges, the item loses any magical
properties it had and becomes an empty backpack.
Special: This item is especially useful to potions
masters and elixir masters.
BLACKSMITHING
Armor Armor
Battleforged Armor Black Iron Armor
Curseforged Armor Delvers Armor
Dwarven Armor Flamedrinker Armor
Hydra Armor Magic Armor
Mountain Armor Razor Armor
Soulforged Armor
Weapons Weapons
Berserker Weapon Dancing Weapon
Dragonslayer Weapon Duelists Weapon
Flaming Weapon Frost Weapon
Holy Avenger Lifedrinker Weapon
Lightning Weapon Magic Weapon
Pact Blade Phasing Weapon
Resounding Weapon Terror Weapon
Thundering Weapon Vicious Weapon
Vorpal Weapon
Magic Rods Magic Rods
Any
Shields Shields
Any
Feet Slot Items Feat Slot Items
Battlestrider Greaves Dwarven Greaves
Hand Slot Items Hand Slot Items
Gauntlets of Destruction Gauntlets of Ogre Power
Gauntlets of the Ram
Waist Slot Items Waist Slot Items
Belt of Vigor Dynamic Belt
Ironskin Belt
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ENCHANTING
Armor Armor
Any
Weapons Weapons
Any Melee
Holy Symbols Holy Symbols
Any
Staffs Staffs
Any
Wands Wands
Any
Arm Slot Items Arm Slot Items
Any
Feet Slot Items Feet Slot Items
Any
Hand Slot Items Hand Slot Items
Any
Ring Slot Items Ring Slot Items
Any
ENGINEERING
Alchemical Items1
Alchemical Items1
Blastpatch Blinding Bomb
Dragonfire Tar Jolt Flask
Smokestick1 You must also have the alchemist feat.
Weapons Weapons
Flaming Burst Weapon Thunderburst Weapon
Head Slot Items Head Slot Items
Basilisk helm Goggles of night
Helm of battle Helm of ghostly defense
Helm of heroes Helm of the eagle
Horned helm Phoenix helm
Totems Totems
Any
Waist Slot Items Waist Slot Items
Any
Wondrous Item Wondrous Item
Dimensional Shackles Dust of Appearance
Everlasting Provisions1
Feather Boat2
Portable Hole Revenant Ankh3
Ritual Candle Rope of Climbing
Sending stones (pair)1 You must also have the cooking feat.2 You must also have the fishing feat.
3 You must also have the first aid feat.
ENGINEERING POWERS
Level 1 Attack Schematic
Poultryizer Engineering Attack 1
Turns the target into a chicken for a bit. Well, that is
assuming the transmogrification polarity hasnt been
reversed.
At-will Polymorph
Prerequisites: EngineeringStandard Action Ranged 5
Target: One creature
Attack: Your highest ability modifier + 2 vs. Reflex;
on a natural 5 or lower, roll the attack again with
yourself as the target.
Level 11: The bonus to attack is +4.
Level 21: The bonus to attack is +6.
Hit: The target is a chicken until it is hit or the end of
your next turn. While it is a chicken, it is tiny,
weakened, and slowed.
Level 2 Utility Schematic
Rocket Boots Engineering Utility 2
These dangerous looking boots significantly increase
your run speed. They are prone to explode, however,
so use with caution.
Encounter
Prerequisites: Engineering
Move Action Personal
Effect: Move up to twice your speed. If you dont
move in a straight line, roll 1d20. On a 9 or lower,
you fall prone at the end of the move.
Special: When you charge, you can use this power as a
free action.
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Level 3 Attack Schematic
Rocket Helmet Engineering Attack 3
Watch your head.
Encounter
Prerequisites: Engineering
Standard Action Melee 1
Requirement: You must charge and use this power in
place of a melee basic attack.
Target: One creature
Attack: Your highest ability modifier vs. AC
Hit: 3d6 + your highest ability modifier damage and
you and the target are knocked prone. If you have a
move action remaining, you can use that action to
stand up.
Level 21: Only the target is knocked prone on a hit.
Level 9 Attack Schematic
Sapper Charge Engineering Attack 9
Its great for use on buildings and inside them too.
Daily Fire
Prerequisites: Engineering
Standard Action Close burst 5
Target: Each creature in burst, including you
Attack: Your highest ability modifier + 2 vs. Reflex
Hit: 4d6 + your highest ability modifier + 2 fire
damage and the target is dazed (save ends).
Critical Hit: +2d8 fire damage
Miss: Half damage and the target is dazed until the endof your next turn.
Level 10 Utility Schematic
Dimensional Ripper Engineering Utility 10
Rips the dimensional walls asunder and teleports you to
a nearby square. There are technical problems that
sometimes occur, but thats what engineering is all
about.
Encounter Teleportation
Prerequisites: Engineering
Move Action Close burst 10
Target: One enemy and one ally in burst
Effect: Roll 1d20. If you roll a 10 or lower, teleport to
a square adjacent to the target enemy. If you roll an
11 or higher, teleport to a square adjacent to the target
ally.
Level 13 Attack Schematic
Battle Chicken Engineering Attack 13
Creates a battle chicken that will fight for you.
Encounter Conjuration
Prerequisites: Engineering
Minor Action Close burst 10
Target: One enemy in burst
Effect: You conjure a battle chicken that appears in 1
square within the targets space. It counts as a minion,
so it lasts until it is successfully hit with an attack and
dealt at least 1 point of damage. The battle chicken
has your defenses with a +4 bonus.
If the target moves out of the chickens square, it takes
1d8 + your highest ability modifier damage. If the
target ends its turn more than 2 squares away from the
chicken, it takes 1d8 + your highest ability modifier
damage and the chicken shifts into its square as a freeaction.
Level 16 Utility Schematic
Nigh Invulnerability Belt Engineering Utility 16
Protection not always valid. In RARE cases, wearer
make take additional damage.
Daily Force
Prerequisites: Engineering
Minor Action Personal
Effect: Until the end of the encounter, you are encased
in a bubble of force. While in the bubble, you areinsubstantial and attacks made against you can score a
critical hit on a natural 18, 19, or 20.
Level 19 Attack Schematic
Death Ray Engineering Attack 19
Death or serious injury may result from use of this
device.
Daily Reliable
Prerequisites: Engineering
Standard Action Ranged 5Target: One creature
Attack: Your highest ability modifier + 4 vs. Reflex; if
you roll a natural 5 or lower on the first d20, roll again
and target yourself instead.
Hit: 6d6 + your highest ability modifier + 4 damage
and the target is unconscious until the end of your next
turn.
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Level 22 Utility Schematic
Jumper Cables Engineering Utility 26
Jumper cables can sometimes be used to shock
somebody back to life.
Encounter Healing
Prerequisites: Engineering, trained in Heal
Standard Action Ranged 1
Target: One dead ally
Effect: Roll 1d20. On a natural 19 or 20, you cast the
raise dead ritual on the target if you can pay the
component cost. If successful, the target returns to life
as per the ritual, but with no healing surges.
Level 23 Attack Schematic
Mind Control Cap Engineering Attack 23
Creates a battle chicken that will fight for you.
Encounter Charm
Standard Action Ranged 10
Target: One creature
Attack: Your highest ability modifier + 6 vs. Will; on a
natural 1, 2, or 3, roll the attack with you as the target.
If you hit, the target dominates you as described below.
Hit: The target is dominated until the end of your next
turn. While dominated, the target gets a +6 power
bonus to attacks and damage.
Effect: The target makes a basic attack with a +6
power bonus to the attack and damage against an
enemy of your choice as a free action.
Level 26 Utility SchematicThis schematic is special because you replace your epic
destiny utility with it.
Jumper Cables XL Engineering Utility 26
Jumper cables XL can often be used to shock somebody
back to life.
Encounter Healing
Prerequisites: Engineering, trained in Heal
Standard Action Ranged 1
Target: One dead ally
Effect: Roll 1d20. On a natural 15 or higher, you cast
the raise dead ritual on the target if you can pay thecomponent cost. If successful, the target returns to life
as per the ritual, but with no healing surges.
Level 29 Attack Schematic
Super Sapper Charge Engineering Attack 29
Its great for use on vehicles and small planes.
Daily Fire
Prerequisites: Engineering
Standard Action Close burst 5
Target: Each creature in burst, including you
Attack: Your highest ability modifier + 6 vs. Reflex
Hit: 4d10 + your highest ability modifier + 6 fire
damage and the target is stunned (save ends).
Critical Hit: +6d8 fire damage
Miss: Half damage and the target is stunned until the
end of your next turn.
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JEWELCRAFTING
Item bonuses and temporary hit points granted by gems
stack with each other. Powers granted by gems can
only be used once per encounter or day, even if you
have more than one copy of a particular gem.
Armor Armor
Enduring Topaz Hearty Sapphire
Quick Sapphire Solid Sapphire
Weapons Weapons
Precise Ruby Bold Ruby
Wicked Ruby
Holy Symbols Holy Symbols
Any
Staffs Staffs
Hearty Sapphire Precise Ruby
Enduring Topaz
Totems Totems
Any
Arm Slot Items1
Arm Slot Items1
Quick Sapphire Solid Sapphire
Precise Ruby
Feet Slot Items Feet Slot Items
Smooth Topaz Potent Topaz
Quick Sapphire
Hand Slot Items1
Hand Slot Items1
Potent Topaz Precise Ruby
Bold Ruby Wicked Ruby
Head Slot Items Head Slot Items
Any Perceptive Topaz
Neck Slot Items Neck Slot Items
Amulet of false life Amulet of health
Amulet of protection Amulet of protection
Periapt of wisdom Safewing amulet
Scarab of invulnerability Hearty Sapphire
Solid Sapphire
Ring Slot Items Ring Slot ItemsAny
Waist Slot Items1
Waist Slot Items1
Enduring Topaz Hearty Sapphire
Bold Ruby1 Nobody other than a blacksmith or a jewelcrafter can have a gem in
this slot. Blacksmiths can add any one gem to a waist slot item for
another character.
Lvl Gem Slot Items Price (gp)
1 Quick Sapphire 72 gp
2 Potent Topaz 104 gp
3 Hearty Sapphire 136 gp
4 Perceptive Topaz 168 gp
5 Precise Ruby 200 gp
6 Enduring Topaz 360 gp
7 Bold Ruby 520 gp
8 Smooth Topaz 680 gp
9 Solid Sapphire 840 gp
10 Wicked Ruby 1,000 gp
11 Quick Sapphire 1,800 gp
12 Potent Topaz 2,600 gp
13 Hearty Sapphire 3,500 gp
14 Perceptive Topaz 4,200 gp
15 Precise Ruby 5,000 gp
16 Enduring Topaz 9,000 gp
17 Bold Ruby 13,000 gp18 Smooth Topaz 17,000 gp
19 Solid Sapphire 21,000 gp
20 Wicked Ruby 25,000 gp
21 Quick Sapphire 45,000 gp
22 Potent Topaz 65,000 gp
23 Hearty Sapphire 85,000 gp
24 Perceptive Topaz 105,000 gp
25 Precise Ruby 125,000 gp
26 Enduring Topaz 225,000 gp
27 Bold Ruby 325,000 gp
28 Smooth Topaz 425,000 gp
29 Solid Sapphire 525,000 gp30 Wicked Ruby 625,000 gp
Bold Ruby Level 7+
This red gem grants its bearer more dangerous strikes.
Lvl 7 520 gp Lvl 27 325,000 gp
Lvl 17 13,000 gp
Item Slot: Hand (Gem), Waist (Gem), or Weapon
(Gem)
Power (Encounter): Free action when you hit with an
attack. You get a +2 item bonus to the damage dealt
by that attack.
Special: At level 17, you no longer gain any bonus
from a level 7 gem. At level 27, you no longer gain
any bonus from a level 7 or a level 17 gem.
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Enduring Topaz Level 6+
This yellow gem grants its bearer greater resilience.
Lvl 6 360 gp Lvl 26 225,000 gp
Lvl 16 9,000 gp
Item Slot: Armor (Gem), Staff (Gem), or Waist (Gem)
Property: You gain a +1 item bonus to Endurance
checks. If you would be slowed or immobilized by a
cold power, you can roll an immediate saving throw to
end that effect.
Special: At level 16, you no longer gain any bonus
from a level 6 gem. At level 26, you no longer gain
any bonus from a level 6 or a level 16 gem.
Hearty Sapphire Level 3+
This blue gem grants its bearer mettle.
Lvl 3 136 gp Lvl 23 85,000 gp
Lvl 13 3,500 gp
Item Slot: Armor (Gem), Staff (Gem), or Neck (Gem)
Power (Encounter): Immediate interrupt when you
are attacked. Until the end of your next turn, you gain
a +2 item bonus to your Fortitude and Will defense.
Special: At level 13, you no longer gain any bonus
from a level 3 gem. At level 23, you no longer gain
any bonus from a level 3 or a level 13 gem.
Perceptive Topaz Level 4+
This yellow gem grants its bearer sight beyond sight.
Lvl 4 168 gp Lvl 24 105,000 gp
Lvl 14 4,200 gp
Item Slot: Head (Gem)Property: You gain a +2 item bonus to Perception
checks and to checks made to avoid becoming lost.
You also gain a +1 item bonus to all defenses against
attacks made by traps and you do not grant enemies
combat advantage from being surprised.
Special: At level 14, you no longer gain any bonus
from a level 4 gem. At level 24, you no longer gain
any bonus from a level 4 or a level 14 gem.
Potent Topaz Level 2+
This yellow gem grants its bearer greater athletic
ability.
Lvl 2 104 gp Lvl 22 65,000 gp
Lvl 12 2,600 gp
Item Slot: Hands (Gem) or Feet (Gem)
Property: You gain a +1 item bonus to Athletics
checks. When you jump, you are considered to have a
running start; and when you climb, you can move at
your full speed.
Special: At level 12, you no longer gain any bonus
from a level 2 gem. At level 22, you no longer gain
any bonus from a level 2 or a level 12 gem.
Precise Ruby Level 5+
This red gem grants its bearer accuracy in attacks.
Lvl 5 200 gp Lvl 25 125,000 gp
Lvl 15 5,000 gp
Item Slot: Arm (Gem), Hand (Gem), Staff (Gem), or
Weapon (Gem)
Power (Encounter): Free action when you make an
attack. Until the end of your next turn, you gain a +1
item bonus to attacks.
Special: At level 15, you no longer gain any bonus
from a level 5 gem. At level 25, you no longer gain
any bonus from a level 5 or a level 15 gem.
Quick Sapphire Level 1+
This blue gem grants its bearer evasive abilities.
Lvl 1 72 gp Lvl 21 45,000 gpLvl 11 1,800 gp
Item Slot: Armor (Gem), Arm (Gem), or Feet (Gem)
Power (Encounter): Immediate interrupt when you
are attacked. Until the end of your next turn, you gain
a +2 item bonus to your AC and Reflex defense.
Special: At level 11, you no longer gain any bonus
from a level 1 gem. At level 21, you no longer gain
any bonus from a level 1 or a level 11 gem.
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Smooth Topaz Level 8+
This yellow gem grants its bearer more agile reflexes.
Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Item Slot: Feet (Gem)
Property: You gain a +1 item bonus to Acrobatics
checks. When you are knocked prone, you can stand
up as a minor action or stand up and shift 1 square as a
move action.
Special: At level 18, you no longer gain any bonus
from a level 8 gem. At level 28, you no longer gain
any bonus from a level 8 or a level 18 gem.
Solid Sapphire Level 9+
This blue gem grants its bearer a tougher exterior.
Lvl 9 840 gp Lvl 29 525,000 gp
Lvl 19 21,000 gp
Item Slot: Armor (Gem), Arm (Gem), or Neck (Gem)
Power (Encounter): Free action when you roll
initiative. You have 3 temporary hit points.
Special: At level 19, you no longer gain any bonus
from a level 9 gem. At level 29, you no longer gain
any bonus from a level 9 or a level 19 gem.
Wicked Ruby Level 10+
This red gem grants its bearer deadly blows.
Lvl 10 1,000 gp Lvl 30 625,000 gp
Lvl 20 25,000 gp
Item Slot: Arm (Gem), Hand (Gem), Staff (Gem), or
Weapon (Gem)Power (Encounter): Free action when you score a
critical hit. You deal 1d8 extra damage for each
wicked ruby you have in your equipment.
Special: At level 20, you no longer gain any bonus
from a level 10 gem. At level 30, you no longer gain
any bonus from a level 10 or a level 20 gem.
INSCRIPTION
Magic Orbs Magic Orbs
Any
Major Glyph Slot Items Major Glyph Slot ItemsGlyph of Beast Form Glyph of the Beast
Glyph of Healing Glyph of Rage
Glyph of Spirit Glyph of Summoning
Invigorating Glyph Rattling Glyph
Reliable Glyph Stance Glyph
Zone Glyph
Minor Glyph Slot Items Minor Glyph Slot Items
Glyph of Charm Glyph of Conjuration
Glyph of Fear Glyph of Illusion
Glyph of Poison Glyph of Polymorph
Glyph of Sleep Glyph of Teleportation
Lvl Glyph Slot Items Price (gp)
1 Minor Glyph 72 gp
1 Major Glyph 360 gp
11 Minor Glyph 900 gp
11 Major Glyph 4,500 gp
21 Minor Glyph 15,000 gp
21 Major Glyph 75,000 gp
Tattoos Tattoos
Any
Tomes Tomes
Any
Glyph of Beast Form Level 1+
A glyph to keep you safe in any form.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one encounter power you know
with the beast form keyword. If you use wild shape in
the same round as the chosen power, you can shift one
square as a free action after you use the power.
Glyph of the Beast Level 1+
A glyph to better train your companion for combat.Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one encounter attack you know with
the beast keyword. Your beast companion deals extra
damage with that power equal to your highest ability
modifier.
Glyph of Charm Level 1+
A glyph to keep the attention on you.
Lvl 1 72 gp Lvl 21 15,000 gp
Lvl 11 900 gpItem Slot: Minor Glyph
Property: Choose one power you know with the
charm keyword. Creatures subject to that powers
charm effect take a -2 penalty to their first saving
throw against it.
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Glyph of Fear Level 1+
A glyph to keeps them running.
Lvl 1 72 gp Lvl 21 15,000 gp
Lvl 11 900 gp
Item Slot: Minor Glyph
Property: Choose one power you know with the fear
keyword. Creatures subject to that powers effect take
a -2 penalty to their first saving throw against it.
Glyph of Healing Level 1+
A glyph to help your allies recover more quickly.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one encounter power you know
with the healing keyword. If you use that power to
heal a bloodied target, the target heals extra hit points
equal to your highest ability modifier.
Glyph of Illusion Level 1+
A glyph to keeps the enemy guessing.
Lvl 1 72 gp Lvl 21 15,000 gp
Lvl 11 900 gp
Item Slot: Minor Glyph
Property: Choose one power you know with the
illusion keyword. Creatures subject to that powers
effect take a -2 penalty to their first saving throw
against it.
Glyph of Polymorph Level 1+
A glyph to keep the sheep where it belongs.
Lvl 1 72 gp Lvl 21 15,000 gp
Lvl 11 900 gp
Item Slot: Minor Glyph
Property: Choose one power you know with the
polymorph keyword. Creatures subject to that
powers effect take a -2 penalty to their first saving
throw against it.
Glyph of Rage Level 1+
A glyph to taunt your enemy into action.Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one daily attack you know with the
rage keyword. If you miss a target with the attack,
you can allow the target to make a basic attack against
you as a free action. If it does, repeat the attack
instead of applying the miss effect.
Glyph of Poison Level 1+
A glyph to keep it running through their veins.
Lvl 1 72 gp Lvl 21 15,000 gp
Lvl 11 900 gp
Item Slot: Minor Glyph
Property: Choose one power you know with the
poison keyword. Creatures subject to that powers
effect take a -2 penalty to their first saving throw
against it.
Glyph of Sleep Level 1+
A glyph to keep them dreaming.
Lvl 1 72 gp Lvl 21 15,000 gp
Lvl 11 900 gp
Item Slot: Minor Glyph
Property: Choose one power you know that stuns or
knocks a creature unconscious. Creatures subject to
that powers effect take a -2 penalty to their first
saving throw against it.
Glyph of Spirit Level 1+
A glyph for your companion to better aid your allies.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one encounter power you know
with the spirit keyword. Any benefits of that power
granted to allies adjacent to your spirit companion
apply to all allies within 2 squares of your spirit
companion instead.
Glyph of Summoning Level 1+
A glyph which strengthens your summoned allies.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one power you know with the
summoning keyword. The creature you summon with
that power has temporary hit points equal to your
highest ability modifier.
Glyph of Teleportation Level 1+A glyph that moves you.
Lvl 1 72 gp Lvl 21 15,000 gp
Lvl 11 900 gp
Item Slot: Minor Glyph
Property: Choose one encounter or daily power you
know with which you move. You teleport into the
square to which you would move instead.
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Invigorating Glyph Level 1+
A glyph that keeps on giving.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one encounterattack power that youknow with the invigorating keyword. When you hit a
creature with that power, you gain temporary hit
points equal to your Constitution modifier plus your
highest ability modifier.
Rattling Glyph Level 1+
A glyph to demonstrate the meaning of fear.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one encounterattack power that youknow with the rattling keyword. When you hit a
creature with that power, it takes a penalty to attack
rolls equal to your highest ability modifier until the
end of your next turn. A creature that is immune to
fear is not subject to this penalty.
Reliable Glyph Level 1+
A glyph to protect your investment of power.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one encounterattack power that youknow and that has a single target and a single attackroll. That power gains the reliable keyword.
Stance Glyph Level 1+
A glyph to guide your every move.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one power that you know with the
stance keyword. When you use any stance power you
can choose to enter that stance instead.
Zone Glyph Level 1+A glyph to enlarge your zones.
Lvl 1 360 gp Lvl 21 75,000 gp
Lvl 11 4,500 gp
Item Slot: Major Glyph
Property: Choose one power that you know with the
zone keyword. Increase the area and the maximum
area of that zone by 1 square.
LEATHERWORKING
Armor Armor
Angelsteel armor Barkskin armor
Bloodcut armor Curseforged armor
Darkleaf armor Deathcut armor
Delvers armor Dwarven armor
Eladrin armor Elven battle armorExalted armor Magic armor
Shadowflow armor Sunleaf armor
Sylvan armor Tombforged armor
Trollskin armor
Arm Slot Items Arm Slot Items
Bracers of defense Bracers of mighty striking
Bracers of the perfect shot
Feet Slot Items Feet Slot Items
Acrobat boots Boots of balance
Boots of striding Catstep boots
Eladrin boots Elven bootsWavestrider boots Winged boots
Boots of the infinite stride
Boots of spider climbing
Boots of striding and springing
Hand Slot Items Hand Slot Items
Burglars gloves Gloves of piercing
Guildmasters gloves Rogues gloves
Waist Slot Items Waist Slot Items
Belt of Giant Strength Belt of Sacrifice
Belt of Titan Strength
Woundrous Items Wondrous Items
Handy haversack
TAILORING
Armor Armor
Any, but only on cloth armor
Hand Slot Items Hand Slot Items
Shadowfell gloves
Feet Slot Items Feet Slot Items
Any slipper or sandal
Waist Slot Items Waist Slot Items
Any sash or cord
Woundrous Items Wondrous Items
Any bag-like wondrous item
Flying Carpet
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GEM TRACKING LOGIf you happen to have gems in your equipment, you will
do well to track them. Write the gem you have in the
slots below, then fill in the box if you have more than
one of a particular gem, so you can track your bonus.
The fourth box on arm and hand slot items is forblacksmiths only, and the fourth box on waist slot items
is for anybody who can get a blacksmith to add a gem.
ARMOR
WEAPON
OFF-HAND WEAPON
STAFF
ARM SLOT ITEM
FEET SLOT ITEM
HANDS SLOT ITEM
HEAD SLOT ITEM
NECK SLOT ITEM
WAIST SLOT ITEM
MISCELLANEOUS & DETACHED GEMS
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GLYPH TRACKING LOGIf you happen to have glyphs on your powers, you will
do well to track them. Write the glyph you have in the
slots below, then the name of the power next to the
glyph.
HEROIC TIER
Major Glyph
Power
Minor Glyph
Power
PARAGON TIER
Major Glyph
Power
Minor Glyph
Power
EPIC TIER
Major Glyph
Power
Minor Glyph
Power
GLYPH TRACKING LOGIf you happen to have glyphs on your powers, you will
do well to track them. Write the glyph you have in the
slots below, then the name of the power next to the
glyph.
HEROIC TIER
Major Glyph
Power
Minor Glyph
Power
PARAGON TIER
Major Glyph
Power
Minor Glyph
Power
EPIC TIER
Major Glyph
Power
Minor Glyph
Power